Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:

Thick Fat (Innate): This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Huge Power (Trait): This Pokemon has immense inner strength that grows with its development, raising its Attack by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank.
Sap Sipper (DW) (Innate): This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:

Swift Swim (Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Water Veil (Innate): Pokemon with this ability always have their body coated in a layer of water which prevents burns.
LightningRod (DW) (Innate): These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. If a Pokemon has a type immunity to Electric attacks, Lightningrod will not activate.

Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities:Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.Overcoat (DW) [Locked]: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Abilities:Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.Moxie: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.Intimidate (DW) [Locked]: (Can be activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.

Moderator

On one side we have Dogfish the dog-lover Electric Gym Leader with...two..water types, a goldeen and a marill. And on the other the challenger with...an electric type, monohm, and Scraggy.

the irony here is enough to kill a small african village.

But a.n.y.w.a.y.

Dahlia the Goldeen starts the match by..."firing" a cold ice beam at Monohm, for good damage. I guess SSK got flashbacks from the time his ancestors, obviously frozen dragons. I swear I'll never get GF's logic. Either way, the Monohm counters by bracing himself for the next turns by charging up and Hoodlum the Scraggy goes offensive by smashing Marill with enough power to break bricks. Finally, Vellamo does an adorableRain Dance.

Vellamo again, forseeing something bad, protects himself, while Dahlia creates a Water Pulse directed at Scraggy. The protection was worth it, as SSK then attacks Marill's barrier with Thunderbolt and then Hoodlum with Rock Slide that also hit goldeen.

On the final turn, Dogfish's team switches from defensive to offensive. Valium starts by giving Dahlia a Helping Hand on future endeavors. SSK and Hoodlum attack the Marill with Thunderbolt and Drain Punch respectively. But Dogfish wins the damage race this round as his Goldeen shoots a mighty Frosty [size=-3]:D[/size] Beam.

I love when people use combos. It usually means that the match will go down a lot faster and I have at least one less action to ref! Last round we saw one combo and we may see three more this round.

Dahlia starts by cooling down after the nasty combo that almost took down SSK. Hoodlum seizes the opportunity and uses torment to limit Goldeen's options. Some time later the first combo of this round is unleashed: SSK focus a huge amount of eletricity and fires a powerful THUNDARBOLTA at Vellamo. But the Maril manages to survive with 3hp and responds with a combo of his own and now we have bubbles everywhere koing SSK!

On the following turn Dahlia, now back from her cooldown shoots a Hydro Pump powered by the rain, at Hoodlum who is focusing as we speak. Right after Marill cools down, the Scraggy unleashes a powerful attack that extracts Vengeance at Goldeen for defeating SSK (Marill did, buuut that is not important).

Finally, it is Scraggy's turn to cooldown, as Dahlia tries to use Water Pulse (and fails to do so due to torment) and Marill attacks with his Aqua Tail.

Feeling that her partner is in danger, Dahlia erects a Protective barrier and slides it to protect Vellumo from Scraggy's Faint Attack. Behind it, the Marill is safe to attack Scraggy with Aqua Tail.

On the second (and last OMGSPOILERS) turn Dahlia is focusing on something while Marill, now safe from future attacks, attacks again with Aqua Tail. Feeling weary, Hoodlum tries to get some health back with Drain Punch, but then Dahlia finishes the match by striking with COMBO (Horn Attack + Peck) that gets a guaranteed Crit.